Many people asking what is what in out development toolchain.
So… for graphics we are using Blender and Gimp (unexpectable huh ? 🙂 )
Crystal Space (CS) is an open source 3d engine written in C++, object oriented, supports advanced memory management with automatic reference counting. Has central object registry and you can query abstract class interface which can be implemented by user-preffered plugin, like for example renderer can be implemented by OpenGL or Software (yes ! Crystal Space also supports 3d software plugin like in old good Doom). To make a game you can use C++ or Python, Perl and Java.
Crystal Entity Layer (CEL) is a game logic engine. It’s not replacement of Blender Game Engine (BGE). It’s just party for Crystal Space. Contains set of plugins that provides typical game behaviours like actor moving, camera, projectile shooting, path finding, neural network AI, car driving, and a lot of other goodies, so you can just use that templates set own properties like speed, weight etc. and game is ready 🙂 It’s very powerful.
Celstart it’s just one of the CEL applications. It’s runtime environment for game designed similiar to Java. Developer don’t need to make own executable or compile anything, whole game can be done in Python or XML scripting and packed into one zip file (called .celzip it’s like .jar for Java) together with data, and distributed like this. Gamer can download Celstart package for his operating system, and run Celzip. Smart solution.
Blender2Crystal (B2CS) it’s Blender plugin exporting geometry to Crystal Space and allows set the properties for CEL. Has own user interface with many properties and logic bricks, also allows to run game inside blender window. So whole game can be done without leaving Blender with underlaying CrystalSpace/Cel/Celstart (thats what we are doing).